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MG Patch/Module changelog?


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From MG readme

v2.10

v2.10 Features:

* All light antitank weapons (e.g. bazookas) may fire from buildings, but most types will cause suppression and occasional light wounds to their owners from backblast. PIATs do not cause this problem.

* Buttoned-up armored vehicles spot enemies to their flanks less effectively.

* Armored vehicles have dramatically increased aim times for weapons when fired at extremely close range, making it easier for infantry to close assault.

* Map editor elevation changes can be "sharp" by holding the control key when clicking tile elevations. This allows the creation of realistic ditch contours.

* Improved graphical shaders, including Movie Mode.

* SMGs are less eager to fire at long ranges.

* Computer player may use "Ambush Armor" plans.

* Improved UI display for timing of preplanned artillery missions also indicates what delay would be after the battle begins.

* When a team needs ammo from nearby comrades, it always looks to ammo bearer teams first.

* Ammo bearer teams generally use their weapons only at shorter ranges.

* Path following improved on bridges.

* Small ordnance is less effective at destroying bridges.

* Group commands at a final waypoint work correctly.

* Minefield types display correctly.

* Better vertical organization of floating icons when units are crowded together.

* Dragging a waypoint automatically cancels any attached targeting order (prevents a gamey problem).

* Fog looks better.

* Foot path terrain type added.

* On-map 88mm flak guns no longer allowed to fire indirectly (trajectory is too flat).

* Improved calculation of damage from anti-vehicle mines.

* Miscellaneous minor fixes and improvements.

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Could late Stug IIIs fire their top-mounted MGs with the gunner staying inside like Hetzers? That's what I am seeing right now ingame and I am unable to tell if it's a future or a bug.

StugIIIG (late) and StuH42 (late) have remote-controlled machine guns on the roof that can be fired from the inside.

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